Most likely will just reduce them to C-enums with underlying type.
Otherwise there has to be a mechanism to drop the defs down to them anyways, and eliminate the namespace wraps.
* Number literals weren't getting properly lexed
* Fixes for compiler errors with Unreal Engine configuration.
* Support for "post-name" macros in parameters
* Support for variables initializing directly using constructor syntax.
* Explicitly added inline keyword to header inlines for compiling compile library in multiple translation units.
I need to manually review these as the changes have various errors that are difficult to diagnose why.
I took a break to do handmade hero and now a bit rusty.
Now its more contexually rich to the ast type, however I need to hookup tokens from parsing to the AST. There needs to be a way for the debug string to lookup the token and provide the contexual line.
Can either pass it ( TokArray* toks ) from the parser on failure (or `CodeFile`)..
Technically there is more than enough room for another Token* ptr. I could add another and specifiers would still have at minimum 14 slots before needing to extended to next specs.
**************... yeah
parse_static_assert now properly adds new-line to end of statement.
I'm going to end up making a static_assert ast... that or when the statement ast is made it will handle adding that newline.
Interface adding has been adjusted to use ParentType->Next.
Using the AST_Class->Next was bad since that breaks the linked list a body AST would have used for traversal.
Wanted to make parser implementation easier to sift through, so I emphasized alphabetical order more.
Since I couldn't just strip whitespace from typenames I decided to make the parse_type more aware of the typename's components if it was a function signature.
This ofc lead to the dark & damp hell that is parsing typenames.
Also made initial implementation to support parsing decltype within a typename signature..
The test failure for the singleheader is still a thing, these changes have not addressed that.
Removed whitespace stripping from parse_type, prepped for doing some major changes for function signature typenames
Moved template argument parsing to its own helper function since its used in more the one spot.
Latest failure is due to stack overflow when validating parameters. (Shouldn't be hard to debug)
Also now doing comment serialization on def_comment directly as parse_comment doesn't need it.
Essentially comment ast types serialize the same way s untyped and execution ASTs
This isn't the last step though everything in the main project directory that isn't md files needs to be generated only.
Can't do that till testing is robust enough...
Adding the pragma once and includes the files broke compilation, still diagnosing why.
- Some string functions were moved to the cpp, still need to do some more evaluation of it and the containers...
- Added support for forceinline and neverinline to parsing (untested)
- Added support for specifiers in operator cast such as explicit, inline/forceinline/neverinline, etc.
- Before it only support const.
- Still need to support volatile.
- Forceinline was not supported at all for tokenization, fixed that.
Also fix for HashTable<>::rehash_fast not having finished implemenation...
The typedef fix is a sort of hack (like how parsing the rest of the language feels like tbh...).
I might make a def_typedef_fn to make it clearer how to define function typedefs using the upfront interface.
Isolating large macros to their own directory (components/temp).
- Plan is to remove them soon with proper generation.
Added additional component files, separating the old data_structures header for a set of ast headers.
Header_end also had its inlines extracted out.
Necessary to complete the macro isolation.
ZPL parser dependencies were removed from the core library along with builder, its now generated in bootstrap as pare of making a gen_builder set of files.
Singleheader will be changed in next few commits to reflect this as well (By making builder deps and components a conditional option).
Tests are most likely all broken for now.